If you’re into it, that bodes well! What difficulty settings are you playing with? I’m using Strong Monster Strength and More Experience Earned, but otherwise leaving everything else at default. My hope is that this’ll allow me to avoid most battles without too much consequence, but still get some challenge out of boss fights. I’m not far enough in yet to really say, but this has worked reasonably well through Emberdale.
got everything tuned all the way to tough going of course… maybe i’ll poke around if i need to rank up to fight super satans on the other side of the credits, but until then i can’t see why i’d flip the level up faster switch if i’m already flipping the tougher monsters switch. so far every boss fight has been difficult/interesting, many of them very close, but i’ve only actually died once. and yes that’s with just a handful of fights per dungeon
there’s a little more qol here than i’d like, obviously, but most of it stopped bothering me when it became clear this was finally another game (and only the second one!) in the dqxi lineage, when you’re in almost complete control of how many “random” battles you fight and the resource management challenges are boss-fight-sized instead of dungeon-sized… full heal statues would feel trashy in dqvii psx but this game has different concerns
i was guessing the streamlining discourse might be a little overblown and so far i think that’s the case, felix’s hour counts here seem predictably felixian, i think i’m pretty close to 2:1 with him at this point. though to be fair maybe i’m the opposite end of the spectrum (there is a lot to look at here for the scholar, especially mechanically (spells and abilities/skills in the same menu now, as first suggested by dqx! the new accessories are insane! “vicious” monsters recontextualized! look what they did to woosh!!!))
I’m playing with all hard options switched on too, and the main thing that might get me to go lower for the XP or money is that almost every battle has like 5 enemies so they feel like they go on for longer than I like sometimes. Besides that, the challenge level is about right.
I feel like it should be easy enough for them to patch in extra difficulty options like no HP/MP recovery on level up, and switching off healing at statues. Adding death and resurrection back in would probably be a bit of work.
I do find it weird that it still says that the characters are dead when they run out of HP, instead of ‘knocked out’ or something, since they just get revived without comment immediately after battle. I guess that’s been a problem in the series for a while since they can die in a boss battle and then suddenly be revived so they can speak in the cutscene
I guess at some point in the last two years (dang has it been that long since I looked this up…) someone did a better mod of Dragon Quest IV for the DS that adds the Party Chat from the mobile script, but doesn’t have all the weird bugs and hangups the old method of patching the JP version did.
What a huge relief. The idea of playing that game on my phone with those awful touch controls has made me dread playing it for the “full” experience, but I’ve got it patched and ready to go.
As soon as I finish I HD-2D…and II HD-2D…and Dragon Warrior VII…
(Still enjoying DWVII, though I’m either under leveled or the game is getting harder. Had a heck of a time with the boss before you get Gabo…but if you make Maribel do her Replicate move he doesn’t seem to attack as much? Also she got Heal right after that fight, though I guess it wouldn’t have helped since spells are blocked…)
Funny that Reimagined is supposed to be the streamlined and cut down version, but I’m at Alltrades abbey 20 hours in which I am pretty sure was how long it took me on the 3DS
I finished this at just over 30 hours, so they definitely achieved that design goal. it required ridiculously judicious planning to actually get Hero/Druid/Champion for my main 3 by the end boss (I could have used a grand total of 1-2 more seeds of proficiency by the very very end to save half an hour and avoid needing to grind out Druid Kafrizzle after getting Hero Kazing, that’s how tightly balanced it all was), who I barely beat on the first try in very satisfying fashion. I kept stronger monsters and extra XP toggled on for the entire game and never once regretted that.
while I am avowedly in the “DQ11 is ridiculously better than every other DQ game, and 3/5/7 are the next best ones” camp, I don’t think they quite achieved making the absolute best version of 7 possible, even with the cutting and rearranging of other content; the writing of most of the mandatory chapters (especially the ones that drag around the mid game like Frobisher and Hardlypool) is not as courageous as the optional ones (Greenthumb Gardens and Vogograd are highlights), and apparently they mostly reused the 3DS localization to get here. though this is understandable because maybe the single most impressive part of the game is how ridiculously much NPC text it has; even playing as quickly as I did I basically made sure to speak to every single person in every single town after every single plot beat, just to appreciate the sheer volume of writing in it.
still, the accelerated plot made it feel paradoxically more like they were dithering rather than sticking the landing at times, the whole final arc with the antichrist wasn’t that interesting compared with where they might have taken it. unlike 11, it’s now no more of a commitment to play this than to play 3 or 5; I would still recommend 11 first by miles and miles.
playing dragon quest iv on my phone and its such a fun time. i dont like that i have to keep traveling back to locations for a line of dialogue but whatever. i cant wait to get the full party together!
Really slowed down on DQ7 Reimagined, and I blame Frobisher, the robot island. Those Toriyama robot designs are fantastic (especially the autonomous vacuum), but man… This area just drags on. Going back and forth between the boring kingdom and the cranky inventor over and over again… I liked the initial premise, but they didn’t do much with it. And when you’re finally done with it, you have to go back to the present day and spend even more time there.
I will say, I liked the bit in the present where you find the inventor’s humanoid robot wife infinitely reheating the same centuries-old soup to try and feed it to his SKELETON so he gets better. Give me more of that bizarre pathos.
Oh yeah, this was the last big section I did in Dragon Warrior VII. The sheer number of times they make you run back and forth between the inventor, the castle, the wall town, and some combination thereof is something else.
Also the boss encounter of that section is a real pain in the ass if you don’t know what’s coming.